--pallete replacement pal({1,2,131,141,5,6,7,136,9,137,139,12,133,3,140,130}, 1) --don't ask me why, but this table of colors starts at 1, and 0 is the final color -- pal(15,140,1) -- pal(14,3,1) --5 tokens -- pal(13,133,1) -- pal(11,139,1) -- pal(10,137,1) -- pal(8,136,1) -- pal(4,141,1) -- pal(3,131,1) -- pal(0,130,1) drawbg() drawobjs() camera() --so the score doesn't shake if gamerunning then if gameover then --gameover timer, it does a cute spinny! 😵 printdropshadow(ceil(respawntimer),63+circletimex,55+circletimey,6,5) runningscore(currentscore,true) else runningscore(currentscore,false) local textcolors = {{12,15},{9,2}} for i = 1, #players, 1 do local player = players[i] if player.health < 1 then printdropshadow(ceil(player.inv),player.x+circletimex,player.y+circletimey,textcolors[i][i],textcolors[i][i+1]) end end end end if not gamerunning or menuscroll < 1 then menuscroll += scrollspeed if not gamerunning then menushipscroll += ft end for i = 1, 3, 1 do spr(14+i*16, (-menushipscroll*(i*20)+(sin(i/3)*128)+8)%(128+8)-1*8-menuscroll*240, i*36+sin(menushipscroll*i/3)*i*2-20-menuscroll*50,1,1) end if t() < 1 then drawlogo(24-menuscroll*120,19.5+sin(0.25+t()*0.5)*6.5) else drawlogo(24-menuscroll*120,26) end --main screen items mainmenutext(24-menuscroll*150,53) titlehighscores(52-menuscroll*110,82) credits(10-menuscroll*140,108) --intro acid transtition acidcounter+=ft acidtransition() end --final score screen and outro transition if currentwave == 20 then finalscorescreen(0,0) --outro acid transition if isoutro then acidcounter-=ft sfx(0,3,3) acidtransition() end if acidcounter < -0.2 then run() end --resets cart end